Bluff, challenge, survive — be the last seat with an influence left.
The five influences
How a turn works
- Two hidden cards, two coins. Your cards are your influence. Lose both and you are out of the game.
- On your turn, take one action. Income takes 1 coin · Foreign Aid takes 2 · or claim a role for the bigger moves.
- Claim any role, whether you hold it or not — that is the bluff. Tax claims a Duke, Steal a Captain, Exchange an Ambassador.
- Anyone may challenge a claim. If the claimer cannot show the card they lose an influence; if they can, the challenger loses one instead.
- Some actions can be blocked. … A block may be challenged as well.
- Coup costs 7 coins and cannot be blocked or challenged. Assassinate costs 3 — and those coins stay spent either way.
- At 10 coins you must Coup. Whoever loses an influence always chooses which card to give up.
Playing solo? The bots follow these same rules — they just think in about a second.